Lecture: Geometric Modeling and Animation (Modul IGMA)

[LSF] [MÜSLI] [Moodle]

Important

2018-02-05:Today is the last lecture (no lecture 2018-02-07), and we will discuss exam relevance of the topics.
2018-01-30:Tomorrow's lecture had to be shifted to Friday, February 2, 14:15–15:45 in SR 09.

Lecturer

Prof. Dr. Filip Sadlo

Assistants

M.Sc. Kai Sdeokai.sdeo@iwr.uni-heidelberg.de
Naghmeh Fazelin.fazeli@stud.uni-heidelberg.de

Contact

kai.sdeo@iwr.uni-heidelberg.de, n.fazeli@stud.uni-heidelberg.de, sadlo@uni-heidelberg.de

Description

Modeling of geometry and its animation has a wide range of applications, ranging from scientific representation to computer animation. This course covers the foundations, together with advanced techniques, for the representation of curves and surfaces, the dynamics of their parameters, and animation in general. It covers both phenomenological as well as physically based approaches for animation, and presents their application, including particle systems, deformation, and techniques for character animation.

Content

  • Introduction to curves
  • Interpolating curves
  • Bézier curves
  • B-Splines
  • Rational curves
  • Introduction to surfaces
  • Tensor product surfaces
  • Transfinite surfaces and extrusion
  • Subdivision
  • Subdivision surfaces
  • Animation and simulation
  • Rigid body kinematics
  • Particle systems
  • Mass–spring models
  • Cloth modeling
  • Numerical methods for differential equations
  • Collision detection and handling
  • Fluid simulation and natural phenomena

Schedule

Lecture

Monday   14:15–15:45   INF 205, SR B   
Wednesday   11:15–12:45   INF 205, SR A   

Exercises

Thursday   14:15–15:45   INF 205, SR 10   

Suggested Prerequisites

  • Einführung in die Praktische Informatik
  • Programmierkurs
  • Algorithmen und Datenstrukturen
  • Computergraphik (1 & 2) / Computer Graphics
  • Scientific Visualization

Literature

  • Curves and Surfaces for CAGD, A Practical Guide, G. Farin, Morgan Kaufmann, 2002
  • Computer Animation, Algorithms and Techniques, R. Parent, Morgan Kaufmann, 2002
  • 3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics, D. Eberly, Morgan Kaufmann, 2000
  • Graphische Datenverarbeitung I, J. Encarnacao, W. Straßer, R. Klein, 4. Auflage, Oldenbourg 1996
  • Advanced Animation and Rendering Techniques, A. Watt, M. Watt, Addison-Wesley, 1992
  • Grundlagen der geometrischen Datenverarbeitung, J. Hoschek, D. Lasser, Teubner 1992
  • Numerical Recipes, The Art of Scientific Computing, W.H. Press, P. Flannery, S.A. Teukolsky, W.T. Vetterling, Cambridge University Press, 1986